gl common: render into a texture

Instead of rendering into the back buffer, render into a intermediate
texture.

This is a preparation for partial screen updating, which is necessary to
eliminate artifacts visible when using blur and use-damage together.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-07-25 00:37:43 +01:00
parent 3d84f3f92a
commit bc3ca92e04
No known key found for this signature in database
GPG Key ID: 37C999F617EA1A47
3 changed files with 121 additions and 26 deletions

View File

@ -254,6 +254,8 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
@ -276,16 +278,16 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
/// @param[in] nrects, rects rectangles
/// @param[in] dst_x, dst_y origin of the OpenGL texture, affect the calculated texture
/// coordinates
/// @param[in] width, height size of the OpenGL texture
/// @param[in] texture_height height of the OpenGL texture
/// @param[in] root_height height of the back buffer
/// @param[in] y_inverted whether the texture is y inverted
/// @param[out] coord, indices output
static void
x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int height,
x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int texture_height,
int root_height, bool y_inverted, GLint *coord, GLuint *indices) {
dst_y = root_height - dst_y;
if (y_inverted) {
dst_y -= height;
dst_y -= texture_height;
}
for (int i = 0; i < nrects; i++) {
@ -302,8 +304,8 @@ x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int heig
// X pixmaps might be Y inverted, invert the texture coordinates
if (y_inverted) {
texture_y1 = height - texture_y1;
texture_y2 = height - texture_y2;
texture_y1 = texture_height - texture_y1;
texture_y2 = texture_height - texture_y2;
}
// Vertex coordinates
@ -360,7 +362,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
auto indices = ccalloc(nrects * 6, GLuint);
x_rect_to_coords(nrects, rects, dst_x, dst_y, img->inner->height, gd->height,
img->inner->y_inverted, coord, indices);
_gl_compose(base, img, 0, coord, indices, nrects);
_gl_compose(base, img, gd->back_fbo, coord, indices, nrects);
free(indices);
free(coord);
@ -421,9 +423,7 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
resize_region(reg_blur, bctx->resize_width, bctx->resize_height);
const rect_t *extent = pixman_region32_extents((region_t *)reg_blur),
*extent_resized = pixman_region32_extents(&reg_blur_resized);
int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1,
width_resized = extent_resized->x2 - extent_resized->x1,
height_resized = extent_resized->y2 - extent_resized->y1;
int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
int dst_y_resized_screen_coord = gd->height - extent_resized->y2,
dst_y_resized_fb_coord = bctx->texture_height - extent_resized->y2;
if (width == 0 || height == 0) {
@ -483,22 +483,27 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
int curr = 0;
glReadBuffer(GL_BACK);
glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[0]);
// Copy the area to be blurred into tmp buffer
int copy_tex_xoffset = 0, copy_tex_yoffset = 0, copy_tex_x = extent_resized->x1,
copy_tex_y = dst_y_resized_screen_coord;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, copy_tex_xoffset, copy_tex_yoffset,
copy_tex_x, copy_tex_y, width_resized, height_resized);
for (int i = 0; i < bctx->npasses; ++i) {
const gl_blur_shader_t *p = &bctx->blur_shader[i];
assert(p->prog);
assert(bctx->blur_texture[curr]);
glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[curr]);
// The origin to use when sampling from the source texture
GLint texorig_x, texorig_y;
GLuint src_texture;
if (i == 0) {
texorig_x = extent_resized->x1;
texorig_y = dst_y_resized_screen_coord;
src_texture = gd->back_texture;
} else {
texorig_x = 0;
texorig_y = 0;
src_texture = bctx->blur_texture[curr];
}
glBindTexture(GL_TEXTURE_2D, src_texture);
glUseProgram(p->prog);
if (i < bctx->npasses - 1) {
// not last pass, draw into framebuffer, with resized regions
@ -522,13 +527,13 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
// last pass, draw directly into the back buffer, with origin
// regions
glBindVertexArray(vao[0]);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
glUniform1f(p->unifm_opacity, (float)opacity);
glUniform2f(p->orig_loc, 0, 0);
glViewport(0, 0, gd->width, gd->height);
}
glUniform2f(p->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
// XXX use multiple draw calls is probably going to be slow than
@ -562,12 +567,13 @@ end:
const char *vertex_shader = GLSL(330,
uniform mat4 projection;
uniform vec2 orig;
uniform vec2 texorig;
layout(location = 0) in vec2 coord;
layout(location = 1) in vec2 in_texcoord;
out vec2 texcoord;
void main() {
gl_Position = projection * vec4(coord + orig, 0, 1);
texcoord = in_texcoord;
texcoord = in_texcoord + texorig;
}
);
// clang-format on
@ -623,6 +629,14 @@ void gl_resize(struct gl_data *gd, int width, int height) {
pml = glGetUniformLocationChecked(gd->fill_shader.prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glUseProgram(gd->present_prog);
pml = glGetUniformLocationChecked(gd->present_prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glBindTexture(GL_TEXTURE_2D, gd->back_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR,
GL_UNSIGNED_BYTE, NULL);
gl_check_err();
}
@ -653,8 +667,8 @@ static const char fill_vert[] = GLSL(330,
/// Fill a given region in bound framebuffer.
/// @param[in] y_inverted whether the y coordinates in `clip` should be inverted
static void
_gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool y_inverted) {
static void _gl_fill(backend_t *base, struct color c, const region_t *clip, GLuint target,
int height, bool y_inverted) {
static const GLuint fill_vert_in_coord_loc = 0;
int nrects;
const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects);
@ -695,7 +709,9 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool
glVertexAttribPointer(fill_vert_in_coord_loc, 2, GL_INT, GL_FALSE,
sizeof(*coord) * 2, (void *)0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(fill_vert_in_coord_loc);
@ -707,7 +723,7 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool
void gl_fill(backend_t *base, struct color c, const region_t *clip) {
struct gl_data *gd = (void *)base;
return _gl_fill(base, c, clip, gd->height, true);
return _gl_fill(base, c, clip, gd->back_fbo, gd->height, true);
}
void gl_release_image(backend_t *base, void *image_data) {
@ -870,6 +886,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
// Get uniform addresses
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig");
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
ctx->resize_width += kern->w / 2;
ctx->resize_height += kern->h / 2;
}
@ -881,6 +898,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
pass->prog = gl_create_program_from_str(vertex_shader, dummy_frag);
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig");
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
ctx->npasses = 2;
} else {
ctx->npasses = nkernels;
@ -948,6 +966,16 @@ const char *win_shader_glsl = GLSL(330,
gl_FragColor = c;
}
);
const char *present_vertex_shader = GLSL(330,
uniform mat4 projection;
layout(location = 0) in vec2 coord;
out vec2 texcoord;
void main() {
gl_Position = projection * vec4(coord, 0, 1);
texcoord = coord;
}
);
// clang-format on
bool gl_init(struct gl_data *gd, session_t *ps) {
@ -969,14 +997,41 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glGenFramebuffers(1, &gd->back_fbo);
glGenTextures(1, &gd->back_texture);
if (!gd->back_fbo || !gd->back_texture) {
log_error("Failed to generate a framebuffer object");
return false;
}
glBindTexture(GL_TEXTURE_2D, gd->back_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader);
gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag);
gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color");
gd->present_prog = gl_create_program_from_str(present_vertex_shader, dummy_frag);
if (!gd->present_prog) {
log_error("Failed to create the present shader");
return false;
}
glUseProgram(gd->present_prog);
glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
glUseProgram(0);
// Set up the size of the viewport. We do this last because it expects the blur
// textures are already set up.
gl_resize(gd, ps->root_width, ps->root_height);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->back_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
gd->back_texture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
gd->logger = gl_string_marker_logger_new();
if (gd->logger) {
log_add_target_tls(gd->logger);
@ -1098,12 +1153,46 @@ static void gl_image_apply_alpha(backend_t *base, struct gl_image *img,
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
img->inner->texture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
_gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, 0, false);
_gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, 0, 0, false);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
}
void gl_present(backend_t *base) {
auto gd = (struct gl_data *)base;
GLuint indices[] = {0, 1, 2, 2, 3, 0};
GLint coord[] = {
0, 0, gd->width, 0, gd->width, gd->height, 0, gd->height,
};
glUseProgram(gd->present_prog);
glBindTexture(GL_TEXTURE_2D, gd->back_texture);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint bo[2];
glGenBuffers(2, bo);
glEnableVertexAttribArray(vert_coord_loc);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
glBufferData(GL_ARRAY_BUFFER, (long)sizeof(coord), coord, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(indices), indices, GL_STREAM_DRAW);
glVertexAttribPointer(vert_coord_loc, 2, GL_UNSIGNED_INT, GL_FALSE,
sizeof(GLuint) * 2, NULL);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDeleteBuffers(2, bo);
glDeleteVertexArrays(1, &vao);
}
/// stub for backend_operations::image_op
bool gl_image_op(backend_t *base, enum image_operations op, void *image_data,
const region_t *reg_op, const region_t *reg_visible attr_unused, void *arg) {

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@ -28,6 +28,7 @@ typedef struct {
GLuint prog;
GLint unifm_opacity;
GLint orig_loc;
GLint texorig_loc;
} gl_blur_shader_t;
typedef struct {
@ -61,6 +62,8 @@ struct gl_data {
int height, width;
gl_win_shader_t win_shader;
gl_fill_shader_t fill_shader;
GLuint back_texture, back_fbo;
GLuint present_prog;
/// Called when an gl_texture is decoupled from the texture it refers. Returns
/// the decoupled user_data
@ -110,6 +113,8 @@ void gl_get_blur_size(void *blur_context, int *width, int *height);
bool gl_is_image_transparent(backend_t *base, void *image_data);
void gl_fill(backend_t *base, struct color, const region_t *clip);
void gl_present(backend_t *base);
static inline void gl_delete_texture(GLuint texture) {
glDeleteTextures(1, &texture);
}

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@ -438,6 +438,7 @@ err:
static void glx_present(backend_t *base) {
struct _glx_data *gd = (void *)base;
gl_present(base);
glXSwapBuffers(gd->display, gd->target_win);
// XXX there should be no need to block compton will wait for render to finish
if (!gd->gl.is_nvidia) {